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Thursday, June 20, 2024

DFHack – Dwarf Fortress Modding Engine Update Patch Notes – June 20, 2024

DFHack – Dwarf Fortress Modding Engine update is now available to download on PC. According to the official DFHack – Dwarf Fortress Modding Engine patch notes, the latest update addresses some bugs and crashes.

Previously, a major update added new changes, fixes, and gameplay improvements.

Unfortunately, players are still experiencing several issues since the release. Today’s DFHack – Dwarf Fortress Modding Engine version will fix a few of these issues.

Check out more details below.

DFHack – Dwarf Fortress Modding Engine Patch Notes – June 20, 2024

New Tools

  • advtools: collection of useful commands and overlays for adventure mode
  • bodyswap: (reinstated) take control of another unit in adventure mode
  • devel/tree-info: print a technical visualization of tree data
  • fix/occupancy: fixes issues where you can’t build somewhere because the game tells you an item/unit/building is in the way but there’s nothing there
  • fix/population-cap: fixes the situation where you continue to get migrant waves even when you are above your configured population cap
  • gui/sitemap: list and zoom to people, locations, and artifacts
  • gui/tiletypes: interface for modifying map tiles and tile properties
  • plant: (reinstated) tool for creating/growing/removing plants
  • pop-control: (reinstated) limit the maximum size of migrant waves

New Features

  • buildingplan: dimension tooltip is now displayed for constructions and buildings that are designated over an area, like bridges and farm plots
  • gui/notify: new notification type: injured citizens; click to zoom to injured units; also displays a warning if your hospital is not functional (or if you have no hospital)
  • plant: can now remove shrubs and saplings; list all valid shrub/sapling raw IDs; grow can make mature trees older; many new command options
  • prioritize: new info panel on under-construction buildings showing if the construction job has been taken and by whom. click to zoom to builder; toggle high priority status for job if it’s not yet taken and you need it to be built ASAP
  • tweak: named-codices: display book titles instead of a material description in the stocks/trade screens

Misc Improvements

  • Dreamfort:
    • add a full complement of beds and chests to both barracks
    • redesign guildhall/temple/library level for better accessibility
    • walkthough documentation refresh
    • add milking/shearing station in surface grazing pasture
    • integrate building prioritization into the blueprints and remove prioritize checklist steps
    • add plumbing template for filling cisterns with running water
  • autobutcher: do not butcher pregnant (or brooding) females
  • autonestbox: wait until juveniles become adults before they are assigned to nestboxes
  • blueprint: capture track carving designations in addition to already-carved tracks
  • buildingplan: add option to ignore items from a specified burrow
  • caravan:
    • optional overlay to hide vanilla “bring trade goods to depot” button (if you prefer to always use the DFHack version and don’t want to accidentally click on the vanilla button). enable caravan.movegoods_hider in gui/control-panel UI Overlays tab to use.
    • bring goods to depot screen now shows (approximate) distance from item to depot
    • add shortcut to the trade request screen for selecting item types by value (e.g. so you can quickly select expensive gems or cheap leather)
  • changevein: follow veins into adjacent map blocks so you can run the command once instead of once per map block that the vein touches
  • exterminate: add all target for convenient scorched earth tactics
  • gui/civ-alert: you can now register multiple burrows as civilian alert safe spaces
  • gui/control-panel: highlight prefrences that have been changed from the defaults
  • gui/create-item: allow right click to cancel out of material dialog submenus
  • gui/design:
    • significant redesign of UI for much improved usability
    • circles are more circular (now matches behavior of digcircle)
  • gui/launcher:
    • “space space to toggle pause” behavior is skipped if the game was paused when gui/launcher came up to prevent accidental unpausing
    • refresh default tag filter when mortal mode is toggled in gui/control-panel so changes to which tools autocomplete take effect immediately
  • gui/notify: notification panel extended to apply to adventure mode
  • gui/quickfort:
    • you can now delete your blueprints from the blueprint load dialog
    • allow farm plots, dirt roads, and paved roads to be designated around partial obstructions without callling it an error, matching vanilla behavior
    • buildings can now be constructed in a “high priority” state, giving them first dibs on buildingplan materials and setting their construction jobs to the highest priority
  • gui/unit-info-viewer:
    • now displays a unit’s weight, relative to either dwarves, elephants, or cats
    • shows a unit’s relative size compared to its race’s average.
    • add precise unit size in cc (cubic centimeters) for comparison against the wiki values. you can set your preferred number format for large numbers like this in the preferences of control-panel or gui/control-panel
  • logistics: automatically forbid or claim items brought to a stockpile
  • nestboxes: increase the scanning frequency for fertile eggs to reduce the chance that they get snarfed by eager dwarves
  • quickfort:
    • support buildable instruments
    • new delete command for deleting player-owned blueprints (library and mod-added blueprints cannot be deleted)
    • support enabling logistics features for autoforbid and autoclaim on stockpiles
  • regrass: now accepts numerical IDs for grass raws; regrass –list replaces regrass –plant “”
  • suspendmanager: add option to unsuspend that unsuspends all jobs, regardless of potential issues
  • tiletypes:
    • performance improvements when affecting tiles over a large range
    • support for heavy aquifers
    • new surroundings property for autocorrecting adjacent tiles when making changes (e.g. adding ramp tops when you add a ramp)

Documentation

  • installing: add instructions for how to use Steam DFHack with non-Steam DF (ito benefit from DFHack auto-updates and cloud backups)
  • modding-guide: add a section on persistent storage, both for global settings and world-specific settings

Download DFHack – Dwarf Fortress Modding Engine update on PC.

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